quake-rerelease-qc/quakec_hipnotic/client.qc
2022-04-06 14:43:08 -05:00

2061 lines
46 KiB
C++

/* Copyright (C) 1996-2022 id Software LLC
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
float modelindex_eyes, modelindex_player, modelindex_hammer;
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
float intermission_running;
float intermission_exittime;
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void() info_intermission =
{
};
void() SetChangeParms =
{
if (self.health <= 0 || deathmatch)
{
SetNewParms ();
return;
}
//JIM
// remove items
self.items = self.items - (self.items &
(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) );
//MED
self.items2 = self.items2 - (self.items2 &
(HIP_IT_WETSUIT | HIP_IT_EMPATHY_SHIELDS ) );
//MED
self.gravity = 1.0;
// cap super health
if (self.health > self.max_health)
self.health = self.max_health;
if (self.health < self.max_health / 2)
self.health = self.max_health / 2;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
};
void() SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE;
if (skill == 3 && !deathmatch)
parm2 = 50;
else
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
};
void() DecodeLevelParms =
{
//HIPNOTIC
if (world.model == "maps/start.bsp")
SetNewParms (); // take away all stuff on starting new episode
if (world.model == "maps/hip1m1.bsp")
SetNewParms (); // take away all stuff on starting new episode
if (world.model == "maps/hip2m1.bsp")
SetNewParms (); // take away all stuff on starting new episode
if (world.model == "maps/hip3m1.bsp")
SetNewParms (); // take away all stuff on starting new episode
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};
/*
============
FindIntermission
Returns the entity to view from
============
*/
entity() FindIntermission =
{
local entity spot;
local float cyc;
// look for info_intermission first
spot = find (world, classname, "info_intermission");
if (spot)
{ // pick a random one
cyc = random() * 4;
while (cyc > 1)
{
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = cyc - 1;
}
return spot;
}
// then look for the start position
spot = find (world, classname, "info_player_start");
if (spot)
return spot;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
objerror ("FindIntermission: no spot");
};
string nextmap;
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
else
changelevel (nextmap);
};
void() finale_transition =
{
if (!coop) {
localcmd("menu_credits\n");
localcmd("disconnect\n");
} else {
changelevel("start");
}
}
void() finale_check =
{
if (finaleFinished()) {
self.nextthink = time + 5;
self.think = finale_transition;
} else {
self.nextthink = time + 0.1;
}
}
void() ExitIntermission =
{
// skip any text in deathmatch
if (deathmatch)
{
GotoNextMap ();
return;
}
intermission_exittime = time + 1;
intermission_running = intermission_running + 1;
//
// run some text if at the end of an episode
//
if (intermission_running == 2)
{
if (world.model == "maps/e1m7.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
if (!cvar("registered"))
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_e1_shareware");
}
else
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_e1");
}
return;
}
else if (world.model == "maps/e2m6.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_e2");
return;
}
else if (world.model == "maps/e3m6.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_e3");
return;
}
else if (world.model == "maps/e4m7.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_e4");
return;
}
//HIPNOTIC
if (world.model == "maps/hip1m4.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 6);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
/*
**************************************
Deep within the bowels of the
Research Facility, you discover the
passage that the followers of Quake
have used to enter our world.
The bastards used some type of
gigantic teleporter to overload
one of our own slipgates! As long as
this portal exists, Earth will never
be safe from Quake's cruel minions.
If you can find the source of the
portal's power, you can shut it
down--possibly forever! With only a
moment's consideration for your own
safety, you re-enter the dark domain,
knowing Hell would be a better fate
than experiencing the reign of Quake.
*/
WriteString (MSG_ALL, "$qc_finale_hip1" );
//WriteString (MSG_ALL, "If you can find the source of the\nportal's power, you can shut it\ndown--possibly forever! With only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing Hell would be a better fate\nthan experiencing the reign of Quake." );
return;
}
else if (world.model == "maps/hip2m5.bsp")
{
/*
**************************************
After destroying the power generator,
you pass beyond the gate of Mortum's
Keep. A wave of nausea suddenly flows
over you and you find yourself cast
out into a liquid void. You float
lifelessly, yet aware, in a lavender
sea of energy.
After what seems like an eternity,
you feel the presence of a diabolical
intelligence. You are held helpless
for a moment as your mind is open to
that of Armagon--Quake's General and
master of this realm. Recognizing
you as the one who foiled his
attempt to conquer Earth, a hellish
howl fills your mind and blots out
all consciousness. When you awake,
you find yourself on the shores of
reality, but in a time and place
unknown to you.
*/
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 6);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_hip2" );
//WriteString (MSG_ALL, "After what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence. You are held helpless\nfor a moment as your mind is open to\nthat of Armagon--Quake's General and\nmaster of this realm. Recognizing\nyou as the one who foiled his\nattempts to conquer Earth, a hellish\nhowl fills your mind and blots out\nall consciousness. When you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." );
return;
}
else if (world.model == "maps/hipend.bsp")
{
/*
**************************************
After the last echoes of Armagon's
death yell fade away, you breathe a
heavy sigh of relief. With the loss
of his magic, Armagon's fortress
begins to collapse. The rift he
created to send his grisly troops
through time slowly closes and seals
itself forever. In the chaos that
ensues, a wall collapses, revealing
one remaining time portal. With your
chances to escape rapidly growing
slim, you race for the portal,
mindless of your destination. In a
flash of light, you find yourself
back at Command HQ, safe and sound.
Congratulations! You are victorious!
The minions of Quake have once again
fallen before your mighty hand.
Is this the last you will see of
Quake's hellions?
Only time will tell...
*/
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_hipend" );
//WriteString (MSG_ALL, "Congratulations! You are victorious!\nThe minions of Quake have once again\nfallen before your mighty hand.\nIs this the last you will see of\nQuake's hellions?\n\nOnly time will tell..." );
//intermission_exittime = time + 10000000; // never allow exit
if (campaign && world.model == "maps/hipend.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_HIPEND");
if (skill == 3)
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_HIPEND_NIGHTMARE");
}
}
return;
}
GotoNextMap();
}
if (intermission_running == 3)
{
if (!cvar("registered"))
{ // shareware episode has been completed, go to sell screen
WriteByte (MSG_ALL, SVC_SELLSCREEN);
return;
}
if ( (serverflags&15) == 15)
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_all_runes");
return;
}
//HIPNOTIC
if (world.model == "maps/hip1m4.bsp")
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_hip1m4" );
return;
}
else if (world.model == "maps/hip2m5.bsp")
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_hip2m5" );
return;
}
else if (world.model == "maps/hipend.bsp")
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_hipend2" );
intermission_exittime = time + 10000000; // never allow exit
// instead of sitting here forever, run the quake ex credits and send the user back to start
local entity timer = spawn();
timer.nextthink = time + 1;
timer.think = finale_check;
return;
}
}
GotoNextMap();
};
/*
============
IntermissionThink
When the player presses attack or jump, change to the next level
============
*/
void() IntermissionThink =
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
ExitIntermission ();
};
void() execute_changelevel =
{
local entity pos;
intermission_running = 1;
// enforce a wait time before allowing changelevel
if (deathmatch)
intermission_exittime = time + 5;
else
intermission_exittime = time + 2;
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 9);
WriteByte (MSG_ALL, 3);
pos = FindIntermission ();
other = find (world, classname, "player");
while (other != world)
{
other.view_ofs = '0 0 0';
other.angles = other.v_angle = pos.mangle;
other.fixangle = TRUE; // turn this way immediately
other.nextthink = time + 0.5;
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
setorigin (other, pos.origin);
other = find (other, classname, "player");
}
WriteByte (MSG_ALL, SVC_INTERMISSION);
if (campaign && world.model == "maps/hip1m4.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_HIP1M4");
}
else if (campaign && world.model == "maps/hip2m5.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_HIP2M5");
}
if (world.model == "maps/hip1m2.bsp" && nextmap == "hip1m5")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_HIP1M5");
}
else if (world.model == "maps/hip2m1.bsp" && nextmap == "hip2m6")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_HIP2M6");
}
else if (world.model == "maps/hip3m3.bsp" && nextmap == "hipdm1")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_HIPDM1");
}
};
void() changelevel_touch =
{
local entity pos;
if (other.classname != "player")
return;
if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
{
T_Damage (other, self, self, 50000);
return;
}
if (coop || deathmatch)
{
bprint("$qc_exited", other.netname);
}
nextmap = self.map;
SUB_UseTargets ();
if ( (self.spawnflags & 1) && (deathmatch == 0) )
{ // NO_INTERMISSION
GotoNextMap();
return;
}
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 0.1;
};
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("chagnelevel trigger doesn't have map");
InitTrigger ();
self.touch = changelevel_touch;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
void() set_suicide_frame;
// called by ClientKill and DeadThink
void() respawn =
{
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
cvar_set("campaign", ftos(campaign));
localcmd ("restart\n");
}
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
bprint("$qc_suicides", self.netname);
set_suicide_frame ();
self.modelindex = modelindex_player;
self.frags = self.frags - 2; // extra penalty
respawn ();
};
/*
============
PlayerVisibleToSpawnPoint
Returns true if player can see this point
============
*/
float PlayerVisibleToSpawnPoint( entity point ) {
local vector spot1, spot2;
local entity player = find( world, classname, "player" );
while ( player ) {
if ( player.health > 0 ) {
spot1 = point.origin + player.view_ofs;
spot2 = player.origin + player.view_ofs;
traceline( spot1, spot2, TRUE, point );
if ( trace_fraction >= 1.0f ) {
return TRUE;
}
}
player = find( player, classname, "player" );
}
return FALSE;
}
float IDEAL_DIST_FROM_DM_SPAWN_POINT = 384;
float MIN_DIST_FROM_DM_SPAWN_POINT = 84;
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity SelectSpawnPoint(float forceSpawn) {
local entity spot, thing;
local float numspots, totalspots;
local float pcount;
local entity spots;
numspots = 0;
totalspots = 0;
// testinfo_player_start is only found in regioned levels
spot = find( world, classname, "testplayerstart" );
if ( spot )
return spot;
// choose a info_player_deathmatch point
if ( coop ) {
lastspawn = find( lastspawn, classname, "info_player_coop" );
if ( lastspawn == world ) {
lastspawn = find( lastspawn, classname, "info_player_start" );
}
if ( lastspawn != world ) {
return lastspawn;
}
} else if ( deathmatch ) {
// find all spots that don't have visible players nearby
spots = world;
spot = find( world, classname, "info_player_deathmatch" );
while( spot ) {
totalspots = totalspots + 1;
thing = findradius( spot.origin, IDEAL_DIST_FROM_DM_SPAWN_POINT );
pcount = 0;
while( thing ) {
if ( thing.classname == "player" && thing.health > 0 ) {
pcount = pcount + 1;
}
thing = thing.chain;
}
if ( pcount == 0 ) {
if ( PlayerVisibleToSpawnPoint( spot ) ) {
pcount = pcount + 1;
}
}
if ( pcount == 0 ) { // good spot!
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// Get the next spot in the chain
spot = find( spot, classname, "info_player_deathmatch" );
}
totalspots = totalspots - 1;
// on small maps with few spawn points, our "ideal" spawn conditions may not be possible to meet
// so fallback to just trying to pick a point without a player on top of it, so we don't start
// a spawn frag loop
if ( numspots == 0 ) {
spot = find( world, classname, "info_player_deathmatch" );
while( spot ) {
thing = findradius( spot.origin, MIN_DIST_FROM_DM_SPAWN_POINT );
pcount = 0;
while( thing ) {
if ( thing.classname == "player" && thing.health > 0 ) {
pcount = pcount + 1;
}
thing = thing.chain;
}
if ( pcount == 0 ) { // good spot!
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// Get the next spot in the chain
spot = find( spot, classname, "info_player_deathmatch" );
}
}
// uncomment to force a deferred spawn
// if (forceSpawn == FALSE) return world;
if ( !numspots ) {
if (forceSpawn == FALSE) {
return world;
}
// no spots available so just pick one at random
totalspots = rint( ( random() * totalspots ) );
spot = find( world, classname, "info_player_deathmatch" );
while( totalspots > 0 ) {
totalspots = totalspots - 1;
spot = find( spot, classname, "info_player_deathmatch" );
}
return spot;
}
// Generate a random number between 1 and numspots
numspots = numspots - 1;
numspots = rint( ( random() * numspots ) );
spot = spots;
while( numspots > 0 ) {
spot = spot.goalentity;
numspots = numspots - 1;
}
return spot;
}
if ( serverflags ) { // return with a rune to start
spot = find( world, classname, "info_player_start2" );
if ( spot ) {
return spot;
}
}
spot = find( world, classname, "info_player_start" );
if ( !spot ) {
error( "PutClientInServer: no info_player_start on level" );
}
return spot;
};
/*
===========
PutClientInServer
called each time a player is spawned
============
*/
void() DecodeLevelParms;
void() PlayerDie;
void() PutClientInServer =
{
local entity spot;
spot = SelectSpawnPoint ();
self.classname = "player";
if (skill == 3 && !deathmatch)
self.health = 50;
else
self.health = 100;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.show_hostile = 0;
if (skill == 3 && !deathmatch)
self.max_health = 50;
else
self.max_health = 100;
self.flags = FL_CLIENT;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
//JIM
self.wetsuit_finished = 0;
//MED
self.empathy_finished = 0;
//MED
self.items2 = 0;
self.gravity = 1.0;
if ( coop ) {
self.team = TEAM_HUMANS;
}
DecodeLevelParms ();
W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
// spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
//JIM
// Clear out velocity so you're not launched into the air
// when you respawn.
self.velocity = '0 0 0';
// oh, this is a hack!
setmodel (self, "progs/playham.mdl");
modelindex_hammer = self.modelindex;
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
setmodel (self, "progs/player.mdl");
modelindex_player = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
player_stand1 ();
if (deathmatch || coop)
{
makevectors(self.angles);
spawn_tfog (self.origin + v_forward*20);
}
spawn_tdeath (self.origin, self);
stuffcmd(self, "-attack\n"); // prevent shooting after respawning
};
/*
=============================================================================
QUAKED FUNCTIONS
=============================================================================
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void() info_player_start =
{
};
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void() info_player_start2 =
{
};
/*
saved out by quaked in region mode
*/
void() testplayerstart =
{
};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void() info_player_deathmatch =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
local entity o;
//HIPNOTIC
//Commented out so that timelimit and fraglimit work on start map
/*
if (mapname == "start")
{
if (!cvar("registered"))
{
mapname = "e1m1";
}
else if (!(serverflags & 1))
{
mapname = "e1m1";
serverflags = serverflags | 1;
}
else if (!(serverflags & 2))
{
mapname = "e2m1";
serverflags = serverflags | 2;
}
else if (!(serverflags & 4))
{
mapname = "e3m1";
serverflags = serverflags | 4;
}
else if (!(serverflags & 8))
{
mapname = "e4m1";
serverflags = serverflags - 7;
}
o = spawn();
o.map = mapname;
}
else
{
*/
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
// go back to start if no trigger_changelevel
if (!o)
{
mapname = "start";
o = spawn();
o.map = mapname;
}
// }
nextmap = o.map;
gameover = TRUE;
if (o.nextthink < time)
{
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
local float timelimit;
local float fraglimit;
if (gameover) // someone else quit the game already
return;
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
if (timelimit && time >= timelimit)
{
NextLevel ();
return;
}
if (fraglimit && self.frags >= fraglimit)
{
NextLevel ();
return;
}
};
//============================================================================
void() PlayerDeathThink =
{
local entity old_self;
local float forward;
if ((self.flags & FL_ONGROUND))
{
forward = vlen (self.velocity);
forward = forward - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize(self.velocity);
}
if (self.spawn_deferred)
{
local entity spot;
spot = SelectSpawnPoint(FALSE);
//dprint("time {} >= self.spawn_deferred {}\n", ftos(time), ftos(self.spawn_deferred));
if (spot != world || time >= self.spawn_deferred) {
respawn();
}
return;
}
// wait for all buttons released
if (self.deadflag == DEAD_DEAD)
{
if (self.button2 || self.button1 || self.button0)
return;
self.deadflag = DEAD_RESPAWNABLE;
return;
}
// wait for any button down
if (!self.button2 && !self.button1 && !self.button0)
return;
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn();
};
void() PlayerJump =
{
local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
// play swiming sound
if (self.swim_flag < time)
{
self.swim_flag = time + 1;
if (random() < 0.5)
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
}
return;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
self.button2 = 0;
// player jumping sound
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
self.velocity_z = self.velocity_z + 270;
};
/*
===========
WaterMove
============
*/
.float dmgtime;
void() WaterMove =
{
//dprint (ftos(self.waterlevel));
if (self.movetype == MOVETYPE_NOCLIP)
return;
if (self.health < 0)
return;
if (self.waterlevel != 3)
{
if (self.air_finished < time)
sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
else if (self.air_finished < time + 9)
sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
self.air_finished = time + 12;
self.dmg = 2;
}
else if (self.air_finished < time)
{ // drown!
if (self.pain_finished < time)
{
self.dmg = self.dmg + 2;
if (self.dmg > 15)
self.dmg = 10;
T_Damage (self, world, world, self.dmg);
self.pain_finished = time + 1;
}
}
if (!self.waterlevel)
{
if (self.flags & FL_INWATER)
{
// play leave water sound
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
self.flags = self.flags - FL_INWATER;
}
return;
}
if (self.watertype == CONTENT_LAVA)
{ // do damage
if (self.dmgtime < time)
{
if (self.radsuit_finished > time)
self.dmgtime = time + 1;
else
self.dmgtime = time + 0.2;
T_Damage (self, world, world, 10*self.waterlevel);
}
}
else if (self.watertype == CONTENT_SLIME)
{ // do damage
if (self.dmgtime < time && self.radsuit_finished < time)
{
self.dmgtime = time + 1;
T_Damage (self, world, world, 4*self.waterlevel);
}
}
if ( !(self.flags & FL_INWATER) )
{
// player enter water sound
if (self.watertype == CONTENT_LAVA)
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
if (self.watertype == CONTENT_SLIME)
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
self.flags = self.flags + FL_INWATER;
self.dmgtime = 0;
}
if (! (self.flags & FL_WATERJUMP) )
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
};
void() CheckWaterJump =
{
local vector start, end;
// check for a jump-out-of-water
makevectors (self.angles);
start = self.origin;
start_z = start_z + 8;
v_forward_z = 0;
normalize(v_forward);
end = start + v_forward*24;
traceline (start, end, TRUE, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
traceline (start, end, TRUE, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags = self.flags | FL_WATERJUMP;
self.velocity_z = 225;
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.teleport_time = time + 2; // safety net
return;
}
}
};
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
//MED 01/17/97
void(float num_bubbles) DeathBubbles;
void() PlayerPreThink =
{
local float mspeed, aspeed;
local float r;
if (intermission_running)
{
earthquake_prethink();
IntermissionThink (); // otherwise a button could be missed between
return; // the think tics
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
//JIM
// Kill player on Edge of Oblivion
if ( ( self.origin_z < -1300 ) && (world.model == "maps/hipdm1.bsp") &&
( self.health > 0 ) )
{
self.deathtype = "falling";
if (self.invincible_finished >= time)
{
self.invincible_finished = 0;
self.items = self.items - (self.items & IT_INVULNERABILITY);
self.invincible_time = 0;
self.invincible_finished = 0;
self.effects = self.effects - (self.effects & EF_PENTALIGHT);
}
T_Damage( self, self, world, self.health + 1000 );
}
//JIM
// if (!deathmatch)
// {
earthquake_prethink();
// }
makevectors (self.v_angle); // is this still used
CheckRules ();
WaterMove ();
//JIM
//WETSUIT
if (self.wetsuit_finished > time)
{
if (self.waterlevel==2)
{
self.velocity = self.velocity * 1.25;
}
if (self.waterlevel==3)
{
self.velocity = self.velocity * 1.5;
}
if (self.waterlevel >= 2)
{
// play scuba sound
if (self.swim_flag < time)
{
self.swim_flag = time + 7;
sound (self, CHAN_BODY, "misc/wetsuit.wav", 1, ATTN_NORM);
}
//MED 01/17/97
else
{
if (fabs(self.swim_flag - time - 6)<0.04)
{
DeathBubbles(1);
}
else if (fabs(self.swim_flag - time - 5.5)<0.04)
{
DeathBubbles(1);
}
else if (fabs(self.swim_flag - time - 5)<0.04)
{
DeathBubbles(1);
}
}
}
}
if (self.waterlevel == 2)
CheckWaterJump ();
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
if (self.deadflag == DEAD_DYING)
return; // dying, so do nothing
if (self.button2)
{
PlayerJump ();
}
else
self.flags = self.flags | FL_JUMPRELEASED;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE && self.weapon != IT_MJOLNIR)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
if (self.health <= 0)
return;
// invisibility
if (self.invisible_finished)
{
// sound and screen flash when items starts to run out
if (self.invisible_sound < time)
{
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3)
{
if (self.invisible_time == 1)
{
sprint(self, "$qc_ring_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.invisible_time = time + 1;
}
if (self.invisible_time < time)
{
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time)
{ // just stopped
self.items = self.items - IT_INVISIBILITY;
self.invisible_finished = 0;
self.invisible_time = 0;
}
// use the eyes
self.frame = 0;
self.modelindex = modelindex_eyes;
}
//MED 12/04/96 added mjolnir stuff
else if (self.weapon == IT_MJOLNIR)
self.modelindex = modelindex_hammer; // don't use eyes
else
self.modelindex = modelindex_player; // don't use eyes
// invincibility
if (self.invincible_finished)
{
// sound and screen flash when items starts to run out
if (self.invincible_finished < time + 3)
{
if (self.invincible_time == 1)
{
sprint(self, "$qc_protection_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
self.invincible_time = time + 1;
}
if (self.invincible_time < time)
{
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time)
{ // just stopped
self.items = self.items - IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time)
self.effects = self.effects | EF_PENTALIGHT;
else
self.effects = self.effects - (self.effects & EF_PENTALIGHT);
}
// super damage
if (self.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3)
{
if (self.super_time == 1)
{
sprint(self, "$qc_quad_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
self.super_time = time + 1;
}
if (self.super_time < time)
{
self.super_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.super_damage_finished < time)
{ // just stopped
self.items = self.items - IT_QUAD;
self.super_damage_finished = 0;
self.super_time = 0;
}
if (self.super_damage_finished > time)
self.effects = self.effects | EF_QUADLIGHT;
else
self.effects = self.effects - (self.effects & EF_QUADLIGHT);
}
// suit
if (self.radsuit_finished)
{
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.radsuit_finished < time + 3)
{
if (self.rad_time == 1)
{
sprint(self, "$qc_biosuit_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time)
{
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items - IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
//JIM
// wetsuit
if (self.wetsuit_finished)
{
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.wetsuit_finished < time + 3)
{
if (self.wetsuit_time == 1)
{
sprint (self, "$qc_wetsuit_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.wetsuit_time = time + 1;
}
if (self.wetsuit_time < time)
{
self.wetsuit_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.wetsuit_finished < time)
{ // just stopped
//MED
self.items2 = self.items2 - HIP_IT_WETSUIT;
self.wetsuit_time = 0;
self.wetsuit_finished = 0;
}
}
//MED
// empathy shields
if (self.empathy_finished)
{
// sound and screen flash when items starts to run out
if (self.empathy_finished < time + 3)
{
if (self.empathy_time == 1)
{
sprint (self, "$qc_empathy_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.empathy_time = time + 1;
}
if (self.empathy_time < time)
{
self.empathy_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.empathy_finished < time)
{ // just stopped
//MED
self.items2 = self.items2 - HIP_IT_EMPATHY_SHIELDS;
self.empathy_time = 0;
self.empathy_finished = 0;
}
//MED
if (self.empathy_finished > time)
self.effects = self.effects | EF_DIMLIGHT;
else
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
}
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
local float mspeed, aspeed;
local float r;
if (self.view_ofs == '0 0 0')
{
earthquake_postthink();
return; // intermission or finale
}
//JIM
//WETSUIT
if (self.wetsuit_finished > time)
{
if (self.waterlevel==2)
{
self.velocity = self.velocity * 0.8;
}
if (self.waterlevel==3)
{
self.velocity = self.velocity * 0.66;
}
}
//JIM
// if (!deathmatch)
// {
earthquake_postthink();
// }
if (self.deadflag)
return;
// do weapon stuff
W_WeaponFrame ();
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
{
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
else if (self.jump_flag < -650)
{
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
self.deathtype = "falling";
}
else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
self.jump_flag = 0;
}
if (!(self.flags & FL_ONGROUND))
self.jump_flag = self.velocity_z;
CheckPowerups ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
bprint("$qc_entered", self.netname);
// a client connecting during an intermission can cause problems
if (intermission_running)
ExitIntermission ();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
if (gameover)
return;
// if the level end trigger has been activated, just return
// since they aren't *really* leaving
// let everyone else know
bprint("$qc_left_game", self.netname, ftos(self.frags));
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
self->effects = 0;
set_suicide_frame ();
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
rnum = random();
if (targ.classname == "player")
{
if (attacker.classname == "teledeath")
{
bprint("$qc_telefragged", targ.netname, attacker.owner.netname);
attacker.owner.frags = attacker.owner.frags + 1;
return;
}
if (attacker.classname == "teledeath2")
{
bprint("$qc_satans_power", targ.netname);
targ.frags = targ.frags - 1;
return;
}
if (attacker.classname == "player")
{
if (targ == attacker)
{
// killed self
attacker.frags = attacker.frags - 1;
if (targ.weapon == 64 && targ.waterlevel > 1)
{
if (targ.watertype == CONTENT_SLIME)
bprint("$qc_discharge_slime", targ.netname);
else if (targ.watertype == CONTENT_LAVA)
bprint("$qc_discharge_lava", targ.netname);
else
bprint("$qc_discharge_water", targ.netname);
return;
}
if (targ.weapon == 16)
bprint("$qc_suicide_pin", targ.netname);
else if (rnum)
bprint("$qc_suicide_bored", targ.netname);
else
bprint("$qc_suicide_loaded", targ.netname);
return;
}
else if ( (teamplay == 2) && (targ.team == attacker.team) &&
(attacker.team != 0) )
{
if (rnum < 0.25)
bprint("$qc_ff_teammate", attacker.netname);
else if (rnum < 0.50)
bprint("$qc_ff_glasses", attacker.netname);
else if (rnum < 0.75)
bprint("$qc_ff_otherteam", attacker.netname);
else
bprint("$qc_ff_friend", attacker.netname);
attacker.frags = attacker.frags - 1;
return;
}
else
{
attacker.frags = attacker.frags + 1;
//MED 01/19/97
if (empathyused == 1)
{
if (random()<0.5)
bprint("$qc_death_empathy1", targ.netname, attacker.netname);
else
bprint("$qc_death_empathy2", targ.netname, attacker.netname);
return;
}
//MED 11/18/96
if (targ.dmg_inflictor.classname == "proximity_grenade")
{
if (random()<0.5)
bprint("$qc_death_bomb1", targ.netname, attacker.netname);
else
bprint("$qc_death_bomb2", targ.netname, attacker.netname);
return;
}
rnum = attacker.weapon;
if (rnum == IT_AXE)
{
bprint("$qc_death_ax", targ.netname, attacker.netname);
return;
}
if (rnum == IT_SHOTGUN)
{
bprint("$qc_death_sg", targ.netname, attacker.netname);
return;
}
if (rnum == IT_SUPER_SHOTGUN)
{
bprint("$qc_death_dbl", targ.netname, attacker.netname);
return;
}
if (rnum == IT_NAILGUN)
{
bprint("$qc_death_nail", targ.netname, attacker.netname);
return;
}
if (rnum == IT_SUPER_NAILGUN)
{
bprint("$qc_death_sng", targ.netname, attacker.netname);
return;
}
if (rnum == IT_GRENADE_LAUNCHER)
{
if (targ.health < -40)
{
bprint("$qc_death_gl1", targ.netname, attacker.netname);
return;
}
else
{
bprint("$qc_death_gl2", targ.netname, attacker.netname);
return;
}
}
if (rnum == IT_ROCKET_LAUNCHER)
{
if (attacker.super_damage_finished > 0 && targ.health < -40)
{
rnum = random();
if (rnum < 0.3)
{
bprint("$qc_death_rl_quad1", targ.netname, attacker.netname);
return;
}
else if (rnum < 0.6)
{
bprint("$qc_death_rl_quad2", targ.netname, attacker.netname);
return;
}
else
{
bprint("$qc_death_rl1", targ.netname, attacker.netname);
return;
}
}
else
{
if (targ.health < -40)
{
bprint("$qc_death_rl2", targ.netname, attacker.netname);
return;
}
else
{
bprint("$qc_death_rl3", targ.netname, attacker.netname);
return;
}
}
}
if (rnum == IT_LIGHTNING)
{
if (attacker.waterlevel > 1)
{
bprint("$qc_death_lg1", targ.netname, attacker.netname);
if (attacker.invincible_finished)
{
msg_entity = attacker;
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
WriteString(MSG_ONE, "ACH_SURVIVE_DISCHARGE");
}
}
else
bprint("$qc_death_lg2", targ.netname, attacker.netname);
return;
}
//MED
if (rnum == IT_LASER_CANNON)
{
if (random()<0.5)
{
bprint("$qc_death_laser1", targ.netname, attacker.netname);
}
else
{
bprint("$qc_death_laser2", targ.netname, attacker.netname);
}
}
//MED
if (rnum == IT_MJOLNIR)
{
bprint("$qc_death_hammer", targ.netname, attacker.netname);
}
}
return;
}
else
{
targ.frags = targ.frags - 1; // killed self
rnum = targ.watertype;
//JIM
if ( attacker.deathtype )
{
bprint(attacker.deathtype, targ.netname);
return;
}
if (rnum == -3)
{
if (random() < 0.5)
bprint ("$qc_death_drown1", targ.netname);
else
bprint ("$qc_death_drown2", targ.netname);
return;
}
else if (rnum == -4)
{
if (random() < 0.5)
bprint ("$qc_death_slime1", targ.netname);
else
bprint ("$qc_death_slime2", targ.netname);
return;
}
else if (rnum == -5)
{
if (targ.health < -15)
{
bprint ("$qc_death_lava1", targ.netname);
return;
}
if (random() < 0.5)
bprint ("$qc_death_lava2", targ.netname);
else
bprint ("$qc_death_lava3", targ.netname);
return;
}
if (attacker.flags & FL_MONSTER)
{
if (attacker.classname == "monster_army")
bprint ("$qc_ks_grunt", targ.netname);
if (attacker.classname == "monster_demon1")
bprint ("$qc_ks_fiend", targ.netname);
if (attacker.classname == "monster_dog")
bprint ("$qc_ks_rottweiler", targ.netname);
if (attacker.classname == "monster_dragon")
bprint ("$qc_ks_dragon", targ.netname);
if (attacker.classname == "monster_enforcer")
bprint ("$qc_ks_enforcer", targ.netname);
if (attacker.classname == "monster_fish")
bprint ("$qc_ks_rotfish", targ.netname);
if (attacker.classname == "monster_hell_knight")
bprint ("$qc_ks_deathknight", targ.netname);
if (attacker.classname == "monster_knight")
bprint ("$qc_ks_knight", targ.netname);
if (attacker.classname == "monster_ogre")
bprint ("$qc_ks_ogre", targ.netname);
if (attacker.classname == "monster_oldone")
bprint ("$qc_ks_shub", targ.netname);
if (attacker.classname == "monster_shalrath")
bprint ("$qc_ks_vore", targ.netname);
if (attacker.classname == "monster_shambler")
bprint ("$qc_ks_shambler", targ.netname);
if (attacker.classname == "monster_tarbaby")
bprint ("$qc_ks_spawn", targ.netname);
if (attacker.classname == "monster_vomit")
bprint ("$qc_ks_vomitus", targ.netname);
if (attacker.classname == "monster_wizard")
bprint ("$qc_ks_scrag", targ.netname);
if (attacker.classname == "monster_zombie")
bprint ("$qc_ks_zombie", targ.netname);
//MED
if (attacker.classname == "monster_gremlin")
bprint ("$qc_ks_gremlin", targ.netname);
//MED
if (attacker.classname == "monster_scourge")
bprint ("$qc_ks_centroid", targ.netname);
//MED
if (attacker.classname == "monster_armagon")
bprint ("$qc_ks_armagon", targ.netname);
return;
}
if (attacker.classname == "explo_box")
{
bprint ("$qc_ks_blew_up", targ.netname);
return;
}
if (attacker.solid == SOLID_BSP && attacker != world)
{
bprint ("$qc_death_squish", targ.netname);
return;
}
if (targ.deathtype == "falling")
{
targ.deathtype = "";
bprint ("$qc_death_fall", targ.netname);
return;
}
if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
{
bprint ("$qc_ks_spiked", targ.netname);
return;
}
if (attacker.classname == "fireball")
{
bprint ("$qc_ks_lavaball", targ.netname);
return;
}
if (attacker.classname == "trigger_changelevel")
{
bprint ("$qc_ks_tried_leave", targ.netname);
return;
}
bprint ("$qc_death_died", targ.netname);
}
}
};